Droid Engineer Archive
Thread: A General Question on Experimentation and Missing Stats
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jemelby
Mon Apr 19, 2004 6:07 am
#1
Let's say I want to make a "widget" that requires 10 chemical to make. The experimentaion calls for OQ 50% , and UT 50%. Which of the following chemicals will make the better widget?
Name DR MA OQ SR UT
Dorky Lubricating Oil 350 - 900 - -
Buboob Dant Fibrplast 290 430 900 230 410
Titani Rori Fiberplast 190790 900 120 900
As you can see, my question is: How is the lack of a stat calculated into the equation? Is the lack of UT in lubricating oil calculated as 0 (zero) or 1,000 (one thousand)?
Gavvot
Mon Apr 19, 2004 6:23 am
#2
Dorky Lubricating Oil and Titani Rori Fiberplast
Both have the same value and are better than the other one.
Both have the same value and are better than the other one.
TurboSith
Mon Apr 19, 2004 6:28 am
#3
basically if it isnt missiing it seems like it doesnt hurt.... from my own experience... some resources just never have certain stats so even though a item may require it to raise exp it wont hurt it if it isnt there.. so better missing then low...
CaixCatab
Mon Apr 19, 2004 6:56 am
#4
According to the official advanced guide to crafting (yes, I cheated and actually looked it up. I was looking for a confirmation that they changed FROM a 1000 to 0 system (since I thought I remembered that), but I just found the guide...), lack of stats is counted as 0.
I'm still wondering whether the system I was thinking of ever existed; at all, on live or just in beta, so I'll be looking around a bit more, but the link to the advanced guide is:
http://starwarsgalaxies.station.sony.com/content.jsp?page=Crafting%20Chapter%201
... and for us lazy people, the importan part is:
The other attribute that affects this item is Conductivity. Now you've probably noticed that the Carbonate Ore I sampled doesn't have an attribute called Conductivity. That means, the effective Conductivity of the resource I sampled is 0. That's bad. That's really bad. It means that for the item attribute that needs Conductivity, I'll gain nothing for making this object with the resource I have.
ikolian
Mon Apr 19, 2004 7:28 am
#5
My experience with crafting has been that as long as at least one of the components has teh stat, then it only uses that stat- the missing ones are omited, and if you use all items without that stat it's a zero.
Morturr
Mon Apr 19, 2004 8:21 am
#6
jemelby wrote:
Let's say I want to make a "widget" that requires 10 chemical to make. The experimentaion calls for OQ 50% , and UT 50%. Which of the following chemicals will make the better widget?
Name DR MA OQ SR UT
Dorky Lubricating Oil 350 - 900 - -
Buboob Dant Fibrplast 290 430 900 230 410
Titani Rori Fiberplast 190790 900 120 900
As you can see, my question is: How is the lack of a stat calculated into the equation? Is the lack of UT in lubricating oil calculated as 0 (zero) or 1,000 (one thousand)?
If a quality is missing - it will just doa quick calculation to make it fair:
OQ final = (900 + 900 + 900) / 3
UT final = (410 + 900) / 2
Same for all parts in crafting in this game.
CaixCatab
Mon Apr 19, 2004 10:11 am
#7
Seeing how a bunch of experienced crafters were saying one thing and the"advancedguide to crafting" another,Itried it myself. Score one for the players.
Ikolian's spot on. I built WDG tools, using the same copper I used for the first slot (1st metal, 2nd mineral) in both, and in one in the second aswell, and then replacing the 2nd with carbonate ore. No difference whatsoever. Pre-experiment, post-experiment, same stats (same as the other tool).
... anyone know a DE schematic where that can be used to our advantage, or do we require too specific resources for that (most things with a cond and OQ that requires chemical, of course, but any others?)?
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